Can anyone help me fixing acehart's save/load system? I'm trying to modify it to save hero level/exp ; gold ; items/item charges and abilities. Sometimes it works and sometimes I get wrong loading data(unspent ability points, wrong items and others) I'm a newbie to map editing, so this was the easiest system I found(I know there are better ones, but they are too complicated...)
Here's a link to acehart's explanations about the system: http://www.thehelper.net/forums/showthread.php/49392-Save-Load-Code-Yet-Another?highlight=save%2Fload+acehart
Here are the triggers:
1.
Here's a link to acehart's explanations about the system: http://www.thehelper.net/forums/showthread.php/49392-Save-Load-Code-Yet-Another?highlight=save%2Fload+acehart
Here are the triggers:
1.
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SaveLoad Initialization All Copy
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Events
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Map initialization
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Conditions
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Actions
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-------- List of Heroes --------
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Set SaveLoad_Heroes[1] = Paladin
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Set SaveLoad_Heroes[2] = Archmage
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Set SaveLoad_Heroes[3] = Mountain King
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Set SaveLoad_Heroes[4] = Blood Mage
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-------- Number of Heroes --------
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Set SaveLoad_Heroes_LastIndex = 4
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-------- List of Items --------
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Set SaveLoad_Items[1] = Claws of Attack +15
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Set SaveLoad_Items[2] = Cheese
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Set SaveLoad_Items[3] = Wand of Lightning Shield
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Set SaveLoad_Items[4] = Magic Key Chain
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-------- Number of Items --------
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Set SaveLoad_Items_LastIndex = 4
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-------- List of Abilities --------
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Set SaveLoad_Abilities[1] = Banish
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Set SaveLoad_Abilities[2] = Flame Strike
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Set SaveLoad_Abilities[3] = Phoenix
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Set SaveLoad_Abilities[4] = Siphon Mana
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-------- Number of Abilities --------
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Set SaveLoad_Abilities_LastIndex = 4
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-------- These three lines may be changed if needed --------
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Set SaveLoad_Alphabet = ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789
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Set SaveLoad_CaseSensitive = False
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Set SaveLoad_UsePlayername = True
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-------- Required: false --------
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Set SaveLoad_Initialized = False
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-------- Leave as is. Used to autocreate variables when copy & pasting to a new map --------
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Set Code = AceHart
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Set Save[1] = 0
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Set SaveCount = 1
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Set Validate = False
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Set SaveLoad_Compress[1] = 0
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Set SaveLoad_Uncompress[1] = 0
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SaveLoad Save All Copy
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Events
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Player - Player 1 (Red) types a chat message containing -save as An exact match
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Player - Player 2 (Blue) types a chat message containing -save as An exact match
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Player - Player 3 (Teal) types a chat message containing -save as An exact match
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Player - Player 4 (Purple) types a chat message containing -save as An exact match
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Conditions
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Actions
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-------- Prepare the save array with this player's Hero --------
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Set SaveCount = 0
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-------- Player's Gold --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = ((Triggering player) Current gold)
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-------- Take all Heroes --------
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Set UnitGroup = (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True))
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Number of units in UnitGroup)
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Unit Group - Pick every unit in UnitGroup and do (Actions)
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Loop - Actions
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-------- Save the Hero --------
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Set SaveCount = (SaveCount + 1)
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Set TempUnit = (Picked unit)
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Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Unit2Integer( udg_TempUnit )
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-------- Hero Experience --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Hero experience of (Picked unit))
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-------- Hero Position X --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Integer((X of (Position of (Picked unit)))))
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-------- Hero Position Y --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Integer((Y of (Position of (Picked unit)))))
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-------- How many items does he carry --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Number of items carried by (Picked unit))
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-------- Add all items --------
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For each (Integer A) from 1 to 6, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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((Item carried by (Picked unit) in slot (Integer A)) is owned) Equal to True
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Then - Actions
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-------- The actual item --------
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Set SaveCount = (SaveCount + 1)
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Set TempItem = (Item carried by (Picked unit) in slot (Integer A))
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Custom script: set udg_Save[udg_SaveCount] = SaveLoad_Item2Integer( udg_TempItem )
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-------- The number of charges it has --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Charges remaining in (Item carried by (Picked unit) in slot (Integer A)))
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Else - Actions
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For each (Integer A) from 1 to SaveLoad_Abilities_LastIndex, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(Level of SaveLoad_Abilities[(Integer A)] for (Picked unit)) Greater than 0
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Then - Actions
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-------- The actual ability --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Integer A)
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-------- Its level --------
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Set SaveCount = (SaveCount + 1)
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Set Save[SaveCount] = (Level of SaveLoad_Abilities[(Integer A)] for (Picked unit))
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Else - Actions
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-------- Turn values into code --------
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Custom script: set udg_Code = SaveLoad_Encode()
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-------- Show code to player --------
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Quest - Display to (Player group((Triggering player))) the Secret message: Your code:
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Game - Display to (Player group((Triggering player))) for 60.00 seconds the text: Code
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SaveLoad Load All Copy
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Events
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Player - Player 1 (Red) types a chat message containing -load as A substring
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Player - Player 2 (Blue) types a chat message containing -load as A substring
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Player - Player 3 (Teal) types a chat message containing -load as A substring
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Player - Player 4 (Purple) types a chat message containing -load as A substring
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Conditions
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(Substring((Entered chat string), 1, 6)) Equal to (Matched chat string)
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(Length of (Entered chat string)) Greater than 6
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Actions
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-------- Try to decode what was typed --------
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Set Code = (Substring((Entered chat string), 7, (Length of (Entered chat string))))
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Custom script: set udg_Validate = SaveLoad_Decode( udg_Code )
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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Validate Equal to False
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Then - Actions
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-------- Invalid code --------
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Game - Display to (Player group((Triggering player))) the text: There's some error ...
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Skip remaining actions
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Else - Actions
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-------- It worked, let's do something with it --------
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Unit Group - Pick every unit in (Units owned by (Triggering player) matching (((Matching unit) is A Hero) Equal to True)) and do (Actions)
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Loop - Actions
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Unit - Remove (Picked unit) from the game
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Set TempInteger = SaveCount
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Set SaveCount = 1
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-------- Restore Gold --------
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Player - Set (Triggering player) Current gold to Save[SaveCount]
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-------- For "number of Heroes", do --------
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Set SaveCount = (SaveCount + 1)
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For each (Integer B) from 1 to Save[SaveCount], do (Actions)
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Loop - Actions
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-------- Restore Hero --------
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Set SaveCount = (SaveCount + 1)
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Custom script: set udg_TempUnitType = SaveLoad_Integer2Unit(udg_Save[udg_SaveCount])
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Unit - Create 1 TempUnitType for (Triggering player) at ((Triggering player) start location) facing Default building facing degrees
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-------- Set Experience --------
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Set SaveCount = (SaveCount + 1)
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Hero - Set (Last created unit) experience to Save[SaveCount], Hide level-up graphics
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-------- Move to saved position --------
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Set SaveCount = (SaveCount + 1)
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Unit - Move (Last created unit) instantly to (Point((Real(Save[SaveCount])), (Real(Save[(SaveCount + 1)]))))
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Set SaveCount = (SaveCount + 1)
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-------- Recreate all items --------
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Set SaveCount = (SaveCount + 1)
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For each (Integer A) from 1 to Save[SaveCount], do (Actions)
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Loop - Actions
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-------- The actual item --------
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Set SaveCount = (SaveCount + 1)
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Custom script: set udg_TempItemType = SaveLoad_Integer2Item(udg_Save[udg_SaveCount])
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Hero - Create TempItemType and give it to (Last created unit)
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-------- Number of charges --------
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Set SaveCount = (SaveCount + 1)
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Item - Set charges remaining in (Last created item) to Save[SaveCount]
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For each (Integer SaveCount) from (SaveCount + 1) to TempInteger, do (Actions)
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Loop - Actions
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For each (Integer A) from 1 to (Save[SaveCount] + 1), do (Actions)
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Loop - Actions
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Custom script: call SelectHeroSkill( GetLastCreatedUnit(), udg_SaveLoad_Abilities[ udg_Save[ udg_SaveCount ] ] )
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Set SaveCount = (SaveCount + 1)
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Last edited:
